/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h
Debug options for Lightmass
struct FLightmassDebugOptions
uint32: 1
bColorBordersGreen
If true, a green border will be placed around the edges of mappings
uint32: 1
bColorByExecutionTime
If true, Lightmass will overwrite lightmap data with a shade of red relating to how long it took to calculate the mapping (Red = Time / ExecutionTimeDivisor)
uint32: 1
bDebugMaterials
If true, Lightmass will write out BMPs for each generated material property sample to.
uint32: 1
bDebugMode
If false, UnrealLightmass.exe is launched automatically (default) If true, it must be launched manually (e.g. through a debugger) with the -debug command line parameter.
uint32: 1
bDebugPaddings
If true, will fill padding of mappings with a color rather than the sampled edges.
uint32: 1
bDumpBinaryFiles
If true, the generate coefficients will be dumped to binary files.
uint32: 1
bGatherBSPSurfacesAcrossComponents
If true, BSP surfaces split across model components are joined into 1 mapping
uint32: 1
bImmediateProcessMappings
If true, Lightmass will process appropriate mappings as they are imported.
uint32: 1
bOnlyCalcDebugTexelMappings
If true, only the mapping containing a debug texel will be calculated, all others will be set to white
uint32: 1
bPadMappings
If true, Lightmass will pad the calculated mappings to reduce/eliminate seams.
uint32: 1
bSortMappings
If true, Lightmass will sort mappings by texel cost.
uint32: 1
bStatsEnabled
If true, all participating Lightmass agents will report back detailed stats to the log.
uint32: 1
bUseImmediateImport
If true, Lightmass will import mappings immediately as they complete.
uint32: 1
bUseRandomColors
If true, color lightmaps a random color
float
CoplanarTolerance
The tolerance level used when gathering BSP surfaces.
float
ExecutionTimeDivisor
The amount of time that will be count as full red when bColorByExecutionTime is enabled